I introduced the rules I talked about previously, and I also solved the problem with the surface connecting properly at the end. I basically introduced a weight based on the current angle of the vector pointing to the latest tile. This weight would make it more and more probable that tiles are chosen to move closer to the height of the starting point.
I also added tile filling for the planet (that was very irritating to get done), so now I can basically generate a whole planet.
Things to do:
- How do we get collision detection with the ship?
- Test different planet sizes on target, start thinking about optimization if we run into problems
- Make some nicer looking placeholder graphics to make it look a bit more like a planet